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    Saturday, July 4, 2020

    Fire Emblem Summer Shamir

    Fire Emblem Summer Shamir


    Summer Shamir

    Posted: 04 Jul 2020 09:00 AM PDT

    Drew Tiki

    Posted: 04 Jul 2020 03:21 PM PDT

    Young Edelgard and Dimitri [OC]

    Posted: 04 Jul 2020 01:48 PM PDT

    Getting back into FE Portrait spriting with Legendary Eliwood in GBA Style

    Posted: 04 Jul 2020 02:36 PM PDT

    Manuela and Burger

    Posted: 04 Jul 2020 01:22 AM PDT

    Professor needs to recharge her Activity Points... ��insta: @chrommy707

    Posted: 03 Jul 2020 09:25 PM PDT

    Chibis of the Main 4 for FE3H (OC)

    Posted: 04 Jul 2020 05:34 PM PDT

    I just made this fanart of Hilda and was told you guys might like it!

    Posted: 04 Jul 2020 06:04 PM PDT

    |OC| "Going for the kill!"

    Posted: 04 Jul 2020 04:32 PM PDT

    (Old art repost): Byleth’s academy uniform is my favorite DLC outfit �� insta: chrommy707

    Posted: 04 Jul 2020 05:24 PM PDT

    I sketched Robin... and Robin

    Posted: 03 Jul 2020 11:55 PM PDT

    Inigo modern idol edition [OC] ✨

    Posted: 04 Jul 2020 05:06 AM PDT

    Happy Birthday, Kiragi! And happy 4th of July to the server!

    Posted: 04 Jul 2020 06:54 AM PDT

    Radiant dawn 3-12 in a nutshell.

    Posted: 04 Jul 2020 08:49 AM PDT

    “Like candy from a babe~” I love this ginger thief �� insta: @Chrommy707

    Posted: 04 Jul 2020 11:57 AM PDT

    Just finished this game , thougt you guys may be the only people in the world that would care

    Posted: 04 Jul 2020 05:13 AM PDT

    Day 5 of making velouria in the danganronpa art style

    Posted: 04 Jul 2020 06:50 PM PDT

    I just realize that without context, this statement can make Rhea seem like a bit of a ho (spoiler included just in case, it’s Flayn’s B Rank Convo)

    Posted: 04 Jul 2020 02:41 PM PDT

    I tried to do Dimitri in Danganronpa's style just to learn drawing.

    Posted: 04 Jul 2020 05:50 PM PDT

    [FE: Awakening] Sumia Ink Painting on watercolour paper (made in 2015)

    Posted: 03 Jul 2020 08:58 PM PDT

    Which game do you think utilized forging best?

    Posted: 04 Jul 2020 05:05 PM PDT

    Quick snippets on my experience in each one:

    Path of Radiance: Never perfect the first time. I think they underestimated how good forging was; so cheap to make high power Hand axes and javelins every chapter.

    Radiant Dawn: Still relatively cheap, but not as bad. The coin system was a cool idea, although randomness is never ideal.

    Shadow Dragon: Step 1, forge horseslayer, step 2, win game.

    Awakening: I honestly didn't use it, even on L+. Weapons diminish so quickly when you're using 1-3 units that I barely notice what I have.

    Fates: This would have been my favorite if not for the awful system of materials. One day the 3ds servers will shut down and forging will effectively be useless. The idea of expending weapons to make new weapons is still cool to me, and +7 pebble will always be lol.

    3 houses: This one was good too. I wish it was a bit more customizable, but being able to do things like put might on knuckles would probably be a bit too good.

    I don't have much experience with new mystery. Anyway, those are my thoughts, what do you think?

    Edit: Completely forgot about Valentia. Having a separate currency to forge was interesting, but not being able to what see what you were making in evolution was really annoying, double so when said currency was (effectively) limited.

    submitted by /u/Boomhauer_007
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    Tellius Transfers list. The ones that are actually worth pursuing.

    Posted: 04 Jul 2020 11:31 AM PDT

    Hello. It's Vika_Forever here. I've been a fire emblem fan since it came out in Europe and the Tellius games are my favorite by far. One of the things pretty unique in the series for these two games is the option to transfer over stats. If a unit in Path of Radiance(called PoR from this point onward) reaches the maximum level and has one of it's stats fully capped out it'll bump up the relative stat base up in Radiant Dawn(RD from now on) by two points. (Five for HP). Base weapon levels will also be boosted slightly based on acquired weapon levels in PoR.

    This list is made to showcase which of the RD units benefit the most from the transferred stats based on a few factors.

    - How likely it is to get a transfer in the first place.

    - How much the unit benefits from it right away.

    - How much the unit will benefit from it over time and what opportunities get created by this.

    - We're considering the hardest mode. Lower modes are way more lenient.

    Top Kek Transfer tier:

    Jill.

    I don't think anyone is surprised to see her at the top of this list. In RD her bases are solid but lacking just a few points. She's just short of 2HKO'ing enemies and just barely cannot double. In speedruns she's immediately given a bunch of Bonus EXp to fix this and in 0% growths she's given a master seal to early promote her. While it's not guaranteed to cap in PoR her chances of getting that +2 in Strength and Speed with a little bit of effort and maybe a stat booster she can get there. It helps that she's a really good unit in PoR too when it comes to more casual runs. And in RD she's considered the best unit in the Dawn Brigade. A part of the story where both Combat and Bonus experience is scarce. Enemy stats spike up because of the jumping perspective of the story and the maps are littered with terrain issues like ramps, swamps and everyone's favorite letges. It helps she's also really good in endgame, though that should almost never be a factor here. She really is the best unit to give transfer bonuses to.

    Sure why not Transfer tier:

    At this point you could stop reading this guide. Jill is by far the only unit that truly makes good use of the transfers. Below are some more niche cases.

    Boyd.

    Boyd is an odd one. Between PoR and RD he does a 180. While his HP and Str remain really high throughout both games his speed growth goes from high to below average in the three year gap. And his base stats don't help either. When Boyd join in Part 3 of RD he's just not fast enough to double enemies. In fact he's off by quite a few points. What's worse is that Boyd joins int he Greil Mercenaries which is filled with other people who can double and in fact most of the time ORKO enemies. Ike, Titania, Haar and to a slightly lesser extend Mia and Shinon are all excellent unit that perform much better right of the bat. Boyd's high strength will still help with a meaty chip damage and can finish most enemies off even if they are above half health but he almost never gets the job done on his own. A potential speed transfer puts this in a slightly different perspective. He'll not be able to mow through enemy mages and generals allowing him to reliably get exp without the need of babying him. His actual speed growth is sufficient that if you keep using him steadily in RD that after his starting issues he should be fine and a late game Boyd is a beauty to behold.

    Zihark.

    Zihark like Jill is part of the Dawn Brigade. But he differs in that his base stats are good enough right off the bat. So a transfer really isn't needed. But the fact remains that exp gain is low across the Dawn Brigade and he's a pre-promoted unit meaning he'll get less from combat then others in your army like Nolan and Jill do. And the hard point that looms over the horizon is chapter 3-6. Even here he will still perform sufficiently. Even if you had given him not a single point of experience since his joining time. But he doesn't perform stellar either. He just misses a little bit of oompf to start killing Tigers. His PoR chance of capping Strength is pretty good and allows him a bit more flexibility. Mind you it mostly means you have to give him a little less action in Part 1 or a bit less bexp to get him up to speed. And therefor can prepare your other units better. One drawback is that Zihark isn't the best unit in PoR. He might not be worth the hassle in the first game to boost his ability in the second game.

    Nephenee.

    A fan favorite for sure so I should mention her here. The problem with her is that she has really good potential in the later stages of both games. And as I said before the later stages aren't really that interesting to a guide like this. If you give her a transfer it's best to ensure she gets both strength and speed transferred. Defence would be nice but is fairly unlikely but not impossible. In RD she joins with a weapon that weighs her down. Adding in two strength and speed will effectively give her four more Attack Speed in her joining chapter and she was between one and four points short of doubling a lot of the enemies she faces there. She also has excellent availability so if she can get rolling in part 2 she'll just be able to slide in and perform stellar in part 3 when she joins the Greil Mercenaries. Technically she makes one of the best uses of the transfers. But the problem is that she's pretty bad in PoR. Really unimpressive at the start and needs a lot of helping to get going. She also lacks a few factors that make her worse in PoR then other candidates even if she is getting up in levels. No mount to cross distance fast. And not enough strength to reliably ORKO the many enemies you want to enemy phase in that game. So most likely she's not worth giving a transfer to. But if you do she'll make great use of it.

    Ilyana.

    Let's get this straight. Ilyana even with transfers isn't going to be putting up a good fight in Radiant Dawn when she joins the Greil Mercenaries. And training her in part 1 can hamper your Dawn Brigade's chances in part 3 because they got less experience to beef up themselves. But the fact remains that in early part 1 she's very good chip. Her magic hits the generally lower resistance and is great for chip damage. And it being 1-2 range means it's flexible too. Getting her a magic and skill transfer will make this purpose just more reliable. Mind you if she gets a transfer in both magic and speed she might end up ORKOing some enemies. Whether you think that's a plus or minus is up to you. But in most cases it's just good as it makes beating chapters a lot more reliable. It's a nice transfer to have and honestly while PoR doesn't really like mages at least all of them are capable enough from start to finish that a transfer might be possible.

    Ike.

    Ike just like Boyd does a turnaround when it comes to his speed growth. But unlike Boyd he joins with a really solid 23 base. This means he's just one point away from doubling the faster enemies he'll face in his first few chapters. A speed transfer will fix this right away. Being the main lord in both games means he's super likely to reach maximum level anyways so this is good. Honestly this transfer is mostly just to perform overkill and is not needed at all. Hence why it's this low on the list.

    Mia.

    Mia in RD joins with a whopping 28 speed. She'll just double right away without problem. But it's coupled with a low 17 strength. Scratching the enemy paint off their armour isn't doing much for her. She's still solid but it could be better with just a bit more strength. And hey getting her a strength transfer is quite likely should she be trained in PoR. Which is where the caveat is at. She's really bad in PoR and I wouldn't wish you the player the pain of having to raise her all the way to the endgame being sword locked and frail.

    Marcia.

    Marcia has iffy availability in RD. Meaning that many chapters go by before she shows up again between performances. And the enemy stats will jump up every time making her get more and more behind on your main crew. When she finally joins permanently in 3-11 she's likely worse off then Tanith and Sigrun who also join that chapter. But a good transfer in strength and speed will make it easier for her to keep up. She'll be able to use heavier lances without a speed penalty and deal more damage to reliably get exp from the enemies she faces in her few chapters. If she manages to keep up by the time she joins permanently she's a really good unit. And to make matters even better she's amazing in PoR so getting her to maximum level there is not a problem at all. The big drawback is that you'll only really see the fruits of your labor late in the game and by then you could have made pretty much any other unit really good too. The direct results of her transfers are middling at best.

    Tanith.

    Tanith joins in 3-11. So most of the game is already over and she really needs to make an impact to be good. With Earth affinity and a flying mount she makes a good case. Unlike Sigrun she actually has the strength base and growth to become a threat but her low speed means she'll need some time to get going. I remember having a debate about her vs Skirmir when it came down to who would best use a speed wing at one point but if you get her a speed transfer that issue disappears.

    If you really must Transfer tier:

    At this point I can only talk about some cases that would help if you really want to use the unit in question but really shouldn't be considered.

    Oscar and Kieran.

    Lumped together. Because likely they were fighting back to back in PoR where they are great units and very likely to have ended up at level 20 and giving transfers to their Radiant Dawn versions. But they don't end up making good use of them. Both can transfer Str, Skl and Spd fairly reliable with an iffy chance of giving defence too. In both their cases they'll be capable of doubling more enemies right away and hit harder but sadly their tier 2 caps do end up getting in the way. They're going to get to that speed cap anyways. Transfers or not. And their performance is going to get hindered by the cap anytime you try to use them. They're also in parts where other units have less problems with this. The biggest out I can find to make a transfer work for Kieran specifically is to give him the 3-9 seal and early promote him. He'll be better in 3-9 and maybe the rest of part 3 but by the time all the armies merge both will likely fall into obscurity.

    Makalov and Astrid.

    They got all the problems as Oscar and Kieran but lower bases. It does mean that they get more benefit from transfers but at the same time. It means they're even more likely to be benched at chapter 3-11 anyways. And in Makalov's case it's debatable if getting him to level 20 Paladin in PoR is going to be a nice time. He's in a good class and certainly has the potential in that game but in reality the diminishing returns on fielding so many paladins when you got Titania, Oscar, Kieran and even Astrid before him makes him less attractive being sword locked until promotion.

    Mist.

    Haha. Oh gods. Some people still call PoR Mist good. And sure. Her getting a horse and healing utility is never bad. But she should pretty much never see combat there or in RD. And this makes her chances of getting level 20 Valkyrie very low in PoR. And even if she does what good does it do? 2 more magic for two more healing points? Or are you actually going to let her fight? Because sure the 2 extra points of speed will make her not fold over right away. She has a base speed of 15 which means she gets doubled by so many enemies right of the bat and most of them will ORKO her. So Sure a transfer will make her survivability a lot higher but why. Please. NO. At least she's not Rhys who even with a speed transfer would still get doubled.

    Rolf.

    In RD snipers aren't the worst. Chip damage is really nice. But even Shinon has the mid game dip where he struggles through a little. And for Rolf that dip is going to be worse any play through, transfers or not. A strength transfer will not put him in better killing ranges right away and his super high growth means that after a few levels it's going to cap anyways. At best it means he'll be able to BEXP abuse faster. A speed transfer will allow him to fight mages more easily but really it's not worth it. Especially considering Rolf in PoR is pretty much the worst unit you get. Leave him benched in both games unless you just like the good boi.

    Soren.

    Soren has pretty much the same problem as Boyd. His base speed can use a little bump to get him going. Unlike Boyd however his caps get in the way and his weapon choice is more limited. So in the end he just makes less use of the transfer. Granted using him in PoR was at least plausible.

    Ulki.

    He and Janaff swap stats it seems across the games. In PoR he's the strong one with good defence while Janaff was the fast one. But now that they're swapped giving him that unlikely str transfer will make his offense the same as Janaff. The benefit however is that Ulki's personal skill is much better and therefor he'll outperform his brethren. But honestly. Training him to 20 in PoR can just not be recommended and even if you do the chances of naturally capping str is low. And after all that in RD both hawks are just incredibly good right off the bat that this transfer ends up being overkill. (My favorite though.)

    Memes for sure transfer tier:

    These are technically a benefit I guess.

    Brom: Getting his sword rank up high in PoR is stupid considering training Brom in PoR is stupid. But if you do so then he can swap out the axes he starts with with some swords in chapter 2-1 which makes his hit chances more reliable. If you didn't get a Nephenee transfer then he's going to be better then her anyways.

    Largo: His HP transfer means Callil will be more robust. Especially in chapter 3-9 this can make a little bit of difference because enemies shooting up a ledge at her will be unlikely to hit but if they do she'll be a bit more safe... Yeah that's about it.

    Lethe: Cat laguz have problems dealing damage in RD. Getting her that very unlikely strength transfer will mean she's effectively dealing 4 to 8 more damage every round of combat in RD. And in PoR she's not too bad transforming right on turn 1 and being fairly strong when you get her. Getting her all the way to level 20 in PoR is a bit of a stretch but not too unlikely. However after all is said and done she's sadly still a Cat laguz in RD meaning she has problems with a lack of ranged options and a horrible transformation gauge.

    Haar: This entry is a joke. He's solid in PoR so getting him to max level isn't too hard. And obviously he's a god in RD without needing transfers. But sure let's take a look. He can get a strength transfer and doing so will make him easier to bexp abuse for the lacking points of spd and res. So there's that.

    Sothe: Sothe is an odd one. IF you have a capped Sothe in PoR the games will check whether his RD bases or his PoR stats are higher for each stat and then use the higher one among the two. However his RD bases are just about what a capped Sothe can expect to have even with the Blossom skill. So unless you get a blessed Sothe it's not going to do much. The biggest benefits would be some extra base def and res but there's not too much you can gain in either ina reliable way. Couple in that getting Sothe to max level in PoR is just an absolute pain in the ass and just not worth it.

    I probably forgot about someone or you are not agreeing on me at some point. Do tell me about it below. I'll love to read why Ranulf's str transfer is going to matter or something. I likely spend more time then I should on this post already and I need a new cup of tea.

    submitted by /u/Vika_Forever
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    It's been around five years since Fates release in Japan. There is something on my mind.

    Posted: 04 Jul 2020 07:52 AM PDT

    I wonder what the devs feel about the game all these years later. What they liked, what they regret, what they felt about the fan reception, what they'd change, what they'd keep the same, etc.

    Fates is my favorite game in the series because I find it's gameplay mechanics VERY solid. But I know it could've been much better, and there are some things I want to know. How was the original script different? Why was the design philosophy for lunatic way different in Conquest compared to the other two routes? Why are the characters in Revelations underleveled for the most part? Why is Ryoma half lobster!?! That last one is top priority!

    submitted by /u/Thunderbolt_Zeke
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